diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-x[-rw-r--r--] | indra/newview/lldrawpoolalpha.cpp | 525 |
1 files changed, 374 insertions, 151 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a5a29dea7b..84ead0bdde 100644..100755 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -2,31 +2,25 @@ * @file lldrawpoolalpha.cpp * @brief LLDrawPoolAlpha class implementation * - * $LicenseInfo:firstyear=2002&license=viewergpl$ - * - * Copyright (c) 2002-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code - * The source code in this file ("Source Code") is provided by Linden Lab - * to you under the terms of the GNU General Public License, version 2.0 - * ("GPL"), unless you have obtained a separate licensing agreement - * ("Other License"), formally executed by you and Linden Lab. Terms of - * the GPL can be found in doc/GPL-license.txt in this distribution, or - * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. * - * There are special exceptions to the terms and conditions of the GPL as - * it is applied to this Source Code. View the full text of the exception - * in the file doc/FLOSS-exception.txt in this software distribution, or - * online at - * http://secondlifegrid.net/programs/open_source/licensing/flossexception + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. * - * By copying, modifying or distributing this software, you acknowledge - * that you have read and understood your obligations described above, - * and agree to abide by those obligations. + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * - * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO - * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, - * COMPLETENESS OR PERFORMANCE. + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -60,7 +54,9 @@ static BOOL deferred_render = FALSE; LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), - simple_shader(NULL), fullbright_shader(NULL) + simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL), + mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF), + mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF) { } @@ -75,48 +71,85 @@ void LLDrawPoolAlpha::prerender() mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } -S32 LLDrawPoolAlpha::getNumDeferredPasses() -{ - return 1; -} - -void LLDrawPoolAlpha::beginDeferredPass(S32 pass) -{ - +S32 LLDrawPoolAlpha::getNumPostDeferredPasses() +{ + if (LLPipeline::sImpostorRender) + { //skip depth buffer filling pass when rendering impostors + return 1; + } + else if (gSavedSettings.getBOOL("RenderDepthOfField")) + { + return 2; + } + else + { + return 1; + } } -void LLDrawPoolAlpha::endDeferredPass(S32 pass) -{ - -} +void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) +{ + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); -void LLDrawPoolAlpha::renderDeferred(S32 pass) -{ - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); + if (pass == 0) { - LLFastTimer t(FTM_RENDER_GRASS); - gDeferredTreeProgram.bind(); - LLGLEnable test(GL_ALPHA_TEST); - //render alpha masked objects - LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); - gDeferredTreeProgram.unbind(); - } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); -} + if (LLPipeline::sImpostorRender) + { + simple_shader = &gDeferredAlphaImpostorProgram; + fullbright_shader = &gDeferredFullbrightProgram; + } + else if (LLPipeline::sUnderWaterRender) + { + simple_shader = &gDeferredAlphaWaterProgram; + fullbright_shader = &gDeferredFullbrightWaterProgram; + } + else + { + simple_shader = &gDeferredAlphaProgram; + fullbright_shader = &gDeferredFullbrightProgram; + } + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + fullbright_shader->bind(); + fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); + fullbright_shader->unbind(); -S32 LLDrawPoolAlpha::getNumPostDeferredPasses() -{ - return 1; -} + //prime simple shader (loads shadow relevant uniforms) + gPipeline.bindDeferredShader(*simple_shader); -void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) -{ - LLFastTimer t(FTM_RENDER_ALPHA); + simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); + } + else if (!LLPipeline::sImpostorRender) + { + //update depth buffer sampler + gPipeline.mScreen.flush(); + gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(), + 0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + gPipeline.mDeferredDepth.bindTarget(); + simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram; + gObjectFullbrightAlphaMaskProgram.bind(); + gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f); + } + + + if (LLPipeline::sRenderDeferred) + { + emissive_shader = &gDeferredEmissiveProgram; + } + else + { + if (LLPipeline::sUnderWaterRender) + { + emissive_shader = &gObjectEmissiveWaterProgram; + } + else + { + emissive_shader = &gObjectEmissiveProgram; + } + } - simple_shader = &gDeferredAlphaProgram; - fullbright_shader = &gDeferredFullbrightProgram; - deferred_render = TRUE; if (mVertexShaderLevel > 0) { @@ -128,6 +161,13 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) void LLDrawPoolAlpha::endPostDeferredPass(S32 pass) { + if (pass == 1 && !LLPipeline::sImpostorRender) + { + gPipeline.mDeferredDepth.flush(); + gPipeline.mScreen.bindTarget(); + gObjectFullbrightAlphaMaskProgram.unbind(); + } + deferred_render = FALSE; endRenderPass(pass); } @@ -139,17 +179,25 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) void LLDrawPoolAlpha::beginRenderPass(S32 pass) { - LLFastTimer t(FTM_RENDER_ALPHA); + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); - if (LLPipeline::sUnderWaterRender) + if (LLPipeline::sImpostorRender) + { + simple_shader = &gObjectSimpleImpostorProgram; + fullbright_shader = &gObjectFullbrightProgram; + emissive_shader = &gObjectEmissiveProgram; + } + else if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; fullbright_shader = &gObjectFullbrightWaterProgram; + emissive_shader = &gObjectEmissiveWaterProgram; } else { simple_shader = &gObjectSimpleProgram; fullbright_shader = &gObjectFullbrightProgram; + emissive_shader = &gObjectEmissiveProgram; } if (mVertexShaderLevel > 0) @@ -163,7 +211,7 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) void LLDrawPoolAlpha::endRenderPass( S32 pass ) { - LLFastTimer t(FTM_RENDER_ALPHA); + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); LLRenderPass::endRenderPass(pass); if(gPipeline.canUseWindLightShaders()) @@ -174,63 +222,121 @@ void LLDrawPoolAlpha::endRenderPass( S32 pass ) void LLDrawPoolAlpha::render(S32 pass) { - LLFastTimer t(FTM_RENDER_ALPHA); + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); LLGLSPipelineAlpha gls_pipeline_alpha; - if (LLPipeline::sFastAlpha && !deferred_render) + if (deferred_render && pass == 1) + { //depth only + gGL.setColorMask(false, false); + } + else + { + gGL.setColorMask(true, true); + } + + bool write_depth = LLDrawPoolWater::sSkipScreenCopy + || (deferred_render && pass == 1) + // we want depth written so that rendered alpha will + // contribute to the alpha mask used for impostors + || LLPipeline::sImpostorRenderAlphaDepthPass; + + LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE); + + if (deferred_render && pass == 1) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); + gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); + } + else + { + mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend + mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression + mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + if (mVertexShaderLevel > 0) { - if (!LLPipeline::sRenderDeferred) + if (LLPipeline::sImpostorRender) + { + fullbright_shader->bind(); + fullbright_shader->setMinimumAlpha(0.5f); + simple_shader->bind(); + simple_shader->setMinimumAlpha(0.5f); + } + else { + fullbright_shader->bind(); + fullbright_shader->setMinimumAlpha(0.f); simple_shader->bind(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + simple_shader->setMinimumAlpha(0.f); } - fullbright_shader->bind(); - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); - LLGLSLShader::bindNoShader(); } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); - gPipeline.enableLightsDynamic(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + if (LLPipeline::sImpostorRender) + { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK + } + else + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK + } } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } - LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE); - renderAlpha(getVertexDataMask()); + if (mVertexShaderLevel > 0) + { + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass); + } + else + { + renderAlpha(getVertexDataMask(), pass); + } + + gGL.setColorMask(true, false); - if (deferred_render && current_shader != NULL) + if (deferred_render && pass == 1) { - gPipeline.unbindDeferredShader(*current_shader); + gGL.setSceneBlendType(LLRender::BT_ALPHA); } if (sShowDebugAlpha) { - if(gPipeline.canUseWindLightShaders()) + BOOL shaders = gPipeline.canUseVertexShaders(); + if(shaders) + { + gHighlightProgram.bind(); + } + else { - LLGLSLShader::bindNoShader(); + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - glColor4f(1,0,0,1); + + gGL.diffuseColor4f(1,0,0,1); + LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f); - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep) ; + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); + + pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE); + + if(shaders) + { + gHighlightProgram.unbind(); + } } } void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask) { - for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) + for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; - if (group->mSpatialPartition->mRenderByGroup && + if (group->getSpatialPartition()->mRenderByGroup && !group->isDead()) { LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; @@ -250,49 +356,81 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask) params.mGroup->rebuildMesh(); } params.mVertexBuffer->setBuffer(mask); - params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); - gPipeline.addTrianglesDrawn(params.mCount/3); + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); } } } } -void LLDrawPoolAlpha::renderAlpha(U32 mask) +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts"); + +void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; - S32 diffuse_channel = 0; - - //BOOL is_particle = FALSE; - BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders()) - || gPipeline.canUseWindLightShadersOnObjects(); - // check to see if it's a particle and if it's "close" - { - if (LLPipeline::sImpostorRender) - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - } - else - { - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - } - } - - for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) + BOOL use_shaders = gPipeline.canUseVertexShaders(); + + for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; - if (group->mSpatialPartition->mRenderByGroup && - !group->isDead()) + llassert(group); + llassert(group->getSpatialPartition()); + + if (group->getSpatialPartition()->mRenderByGroup && + !group->isDead()) { + bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE + || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; + + bool draw_glow_for_this_partition = mVertexShaderLevel > 0; // no shaders = no glow. + + + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP); + + bool disable_cull = is_particle_or_hud_particle; + LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); + LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) { LLDrawInfo& params = **k; + if ((params.mVertexBuffer->getTypeMask() & mask) != mask) + { //FIXME! + LL_WARNS() << "Missing required components, skipping render batch." << LL_ENDL; + continue; + } + + // Fix for bug - NORSPEC-271 + // If the face is more than 90% transparent, then don't update the Depth buffer for Dof + // We don't want the nearly invisible objects to cause of DoF effects + if(pass == 1 && !LLPipeline::sImpostorRender) + { + LLFace* face = params.mFace; + if(face) + { + const LLTextureEntry* tep = face->getTextureEntry(); + if(tep) + { + if(tep->getColor().mV[3] < 0.1f) + continue; + } + } + } + LLRenderPass::applyModelMatrix(params); + LLMaterial* mat = NULL; + + if (deferred_render) + { + mat = params.mMaterial; + } + if (params.mFullbright) { // Turn off lighting if it hasn't already been so. @@ -325,83 +463,168 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) light_enabled = TRUE; } - // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) + if (deferred_render && mat) { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) + U32 mask = params.mShaderMask; + + llassert(mask < LLMaterial::SHADER_COUNT); + target_shader = &(gDeferredMaterialProgram[mask]); + + if (LLPipeline::sUnderWaterRender) { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + target_shader = &(gDeferredMaterialWaterProgram[mask]); } - else + + if (current_shader != target_shader) { - current_shader->bind(); + gPipeline.bindDeferredShader(*target_shader); } } + else if (!params.mFullbright) + { + target_shader = simple_shader; + } + else + { + target_shader = fullbright_shader; + } + + if(use_shaders && (current_shader != target_shader)) + {// If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + current_shader = target_shader; + current_shader->bind(); + } else if (!use_shaders && current_shader != NULL) { - if (deferred_render) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } LLGLSLShader::bindNoShader(); current_shader = NULL; } + if (use_shaders && mat) + { + // We have a material. Supply the appropriate data here. + if (LLPipeline::sRenderDeferred) + { + current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]); + current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity); + current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f); + + if (params.mNormalMap) + { + params.mNormalMap->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap); + } + + if (params.mSpecularMap) + { + params.mSpecularMap->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap); + } + } + + } else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader)) + { + current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f); + current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f); + LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep); + LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep); + } + if (params.mGroup) { params.mGroup->rebuildMesh(); } - - if (params.mTexture.notNull()) + bool tex_setup = false; + + if (use_shaders && params.mTextureList.size() > 1) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) + for (U32 i = 0; i < params.mTextureList.size(); ++i) + { + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } + } + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTexture.notNull()) { params.mTexture->addTextureStats(params.mVSize); + if (use_shaders && mat) + { + current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture); + } + else + { + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; + } + + if (params.mTextureMatrix) + { + tex_setup = true; + gGL.getTexUnit(0)->activate(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } } - if (params.mTextureMatrix) + else { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } } - params.mVertexBuffer->setBuffer(mask); - params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); - gPipeline.addTrianglesDrawn(params.mCount/3); - - if (params.mTextureMatrix && params.mTexture.notNull()) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH); + gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); + params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0)); + + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + } + + // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. + if (current_shader && + draw_glow_for_this_partition && + params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) + { + // install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + + emissive_shader->bind(); + + params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + current_shader->bind(); + } + + if (tex_setup) { gGL.getTexUnit(0)->activate(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } } } } - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - } - + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + LLVertexBuffer::unbind(); + if (!light_enabled) { gPipeline.enableLightsDynamic(); |